I know it would be easy to use the windows timer, implement gravity and acceleration, and etc. but just as a test I tried making a primitive "jumping function". On run, the computer freezes; my guess is that I'm doing a useless loop of some sort. Here is the code; can anyone help figure out the problem?

Oh, I thought I laid it out to be understandable enough Well the whole thing is simply a jump function to execute on a camera. It is safe to assume that all other translations/rotations are already coded, so lets just focus on the 'jump' function. bool x is made true when the user presses a key (whichever one you want ), and Jump(bool) is run every frame. In case it's the m_pos part that's worrying you, m_pos is a D3DXVECTOR3. Now, with all that out the way, I just want to restate that this is not in any way how I would code a jumping function; this is just something fun I wish to try out to see if it works. The goal is to make basic code that uses no timers, no acceleration, and no gravity: a basic jump function

Ah, one more thing: I am using DirectX10, if it helps. But since this is just practice code, the DirectX/OpenGL version used doesn't matter; only making it work with the constraints.

Here's a hint: when the player presses a button, inAir is set to true, but what are the values of rising and falling?

I'm such an idiot! I should have defined the three bools in the header for this kind of operation. Also, BLM768 was spot on. Since the player will rise on button press, both rising and inAir should become 'true'. Furthermore, since rising and falling are (pretty much) opposites, only one was required. I believe this is what Iomateron was getting at. Here is the finished code for a basic jump - who knows, someone might find it helpful: